layerUVMappingMask[i].colorValue=(i==0)?newColor(1.0f,0.0f,0.0f,0.0f):newColor(X,Y,Z,W);// Special case for Main Layer and Blend Mask, only UV0. As Layer0 is share by both here, need to force X to 1.0 in all case
layerUVMappingPlanar[i].floatValue=(layerUVBaseMapping==LayerUVBaseMapping.Planar)?1.0f:0.0f;// Planar have priority on UV0
// All the following properties that concern the UV mapping are the same as in the Lit shader.
// This means that they will get overridden when synchronizing the various layers.
// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties
_TexWorldScaleBlendMask("Tiling", Float) = 1.0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction)
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0
// All the following properties that concern the UV mapping are the same as in the Lit shader.
// This means that they will get overridden when synchronizing the various layers.
// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties
_TexWorldScaleBlendMask("Tiling", Float) = 1.0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction)
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0